There exists a special class of criminal, masters of elusive and fantastic heists who commit thefts impossible for lesser men. Not content with mere burglary, phantom thieves take more than mere objects from their targets.

Capturing hearts, minds, and the spotlight, these charismatic scoundrels can abscond with valuables into the dark of the night, revealing themselves only to bid their marks goodnight.

Hit Dice: d8.

Role: Phantom thieves excel at confounding their enemies and liberating them of their possessions. In addition they can steal more abstract things like initiative order or effects from magic items.

Alignment: Any

Parent Classes: Rogue and Bard.

Starting Wealth: 3d6 × 10 gp (average 105 gp.). In addition, each character begins play with an outfit worth 10 gp or less.

Weapon and Armor Proficiency

The phantom thief is proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. They are proficient in light armor, but not shields. A phantom thief can cast phantom thief spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a phantom thief wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

Spells

A phantom thief casts arcane spells drawn from the phantom thief spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a phantom thief must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a phantom thief’s spell is 10 + the spell level + the phantom thief’s Charisma modifier.

Like other spellcasters, a phantom thief can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Phantom Thief Spells Per Day. In addition, he receives bonus spells per day if he has a high Charisma score. The phantom thief’s selection of spells is extremely limited. A phantom thief begins play knowing four 0-level spells and two 1st-level spells of the phantom thief’s choice. At each new phantom thief level, he gains one or more new spells, as indicated on Table: Phantom Thief Spells Known. Unlike spells per day, the number of spells a phantom thief knows is not affected by his Charisma score.

Upon reaching 5th level, and at every third phantom thief level after that (8th, 11th, and so on), a phantom thief can choose to learn a new spell in place of one he already knows. In effect, the phantom thief “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level phantom thief spell the phantom thief can cast. A phantom thief may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A phantom thief need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Table: Phantom Thief Spells Per Day

Level

1st

2nd

3rd

4th

5th

6th

1st

1

-

-

-

-

-

2nd

2

-

-

-

-

-

3rd

3

-

-

-

-

-

4th

3

1

-

-

-

-

5th

4

2

-

-

-

-

6th

4

3

-

-

-

-

7th

4

3

1

-

-

-

8th

4

4

2

-

-

-

9th

5

4

3

-

-

-

10th

5

4

3

1

-

-

11th

5

4

4

2

-

-

12th

5

5

4

3

-

-

13th

5

5

4

3

1

-

14th

5

5

4

4

2

-

15th

5

5

5

4

3

-

16th

5

5

5

4

3

1

17th

5

5

5

4

4

2

18th

5

5

5

5

4

3

19th

5

5

5

5

5

4

20th

5

5

5

5

5

5

Table: Phantom Thief Spells Known

Level

0th

1st

2nd

3rd

4th

5th

6th

1st

4

2

—

—

—

—

—

2nd

5

3

—

—

—

—

—

3rd

6

4

—

—

—

—

—

4th

6

4

2

—

—

—

—

5th

6

4

3

—

—

—

—

6th

6

4

4

—

—

—

—

7th

6

5

4

2

—

—

—

8th

6

5

4

3

—

—

—

9th

6

5

4

4

—

—

—

10th

6

5

5

4

2

—

—

11th

6

6

5

4

3

—

—

12th

6

6

5

4

4

—

—

13th

6

6

5

5

4

2

—

14th

6

6

6

5

4

3

—

15th

6

6

6

5

4

4

—

16th

6

6

6

5

5

4

2

17th

6

6

6

6

5

4

3

18th

6

6

6

6

5

4

4

19th

6

6

6

6

5

5

4

20th

6

6

6

6

6

5

5

Panache (Ex)

At 1st level, a phantom thief gains a pool of panache; a fluctuating measure of his ability to pull off daring capers and amazing feats. At the start of each day, a phantom thief gains a number of panache points equal to his Charisma modifier (minimum 1). His panache goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A phantom thief spends panache to accomplish tricks (see below), and regains panache in the following ways.

Critical Hit Against A Fascinated Or Flat-Footed Foe: Each time the phantom thief confirms a critical hit against a creature that is fascinated when the phantom thief makes an attack roll or a flat footed creature, he regains 1 panache point. Confirming a critical hit on a creature that has fewer Hit Dice than half the phantom thief’s character level doesn’t restore panache.

Stealing From A Creature: When the phantom thief performs a steal combat maneuver or a Sleight of Hand check to lift an object from a creature that has at least half the phantom thief’s character level in Hit Dice, he regains one point of panache. He may only regain panche once from a given creature in a 24 hour period in this manner. The phantom thief may also gain panache in a method akin to the gunslingers daring act rule.

Fabulous Defense (Ex)

When wearing light or no armor and not using a shield, a phantom thief adds 1 point of Charisma bonus (if any) per phantom thief level as a dodge bonus to his Armor Class while he has a point of panache. If a phantom thief is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.

Thief’s Acumen (Ex)

At 1st level the phantom thief gains Improved Steal as a bonus feat, even if he does not meet the prerequisites. He may use his phantom thief level in place of his base attack bonus when calculating his Combat Maneuver Bonus and Combat Maneuver Defense against the Steal combat maneuver. Base attack bonuses granted from other classes are unaffected and are added normally. In addition Sleight of Hand checks made to take an item from his person must succeed against his CMD if it is greater than 20.

Marvelous Strike (Ex)

At 3rd level, while he has at least 1 panache point, a phantom thief gains the ability to strike precisely with a light or one-handed weapon, adding his phantom thief level to the damage dealt. To use this ability, a phantom thief cannot attack with a weapon in his other hand or use a shield. He can even use this ability with light or one-handed ranged weapons, so long as the target is within 30 feet of him. Any creature that is immune to sneak attacks is immune to the additional damage granted by marvelous strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a marvelous strike. This additional damage is precision damage, and isn’t multiplied on a critical hit.

As a swift action, a phantom thief can spend 1 panache point when attacking a target denied his Dexterity bonus to AC, flanked by the phantom thief, or who was fascinated until the phantom thief’s attack, in order to change his marvelous strike’s damage bonus on the next attack to 1d6 points of damage - at 5th level and every two levels thereafter this bonus damage increases by 1d6. This benefit must be used before the end of his turn, or it is lost.

This ability's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat). When dealing d6s of damage this ability counts as sneak attack for the purpose of feats, class features, items, and other effects that affect that ability. A phantom thief cannot use his marvelous strike against a creature with concealment.

Uncanny Dodge (Ex)

At 4th level, a phantom thief gains the ability to react to danger before his senses would normally allow his to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to armor class if immobilized. A phantom thief with this ability can still lose his Dexterity bonus to armor class if an opponent successfully uses the feint action against him.

If a phantom thief already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Improved Thief’s Acumen (Ex)

At 6th level the phantom thief gains Greater Steal as a bonus feat even if he does not meet the prerequisites. In addition the phantom thief may attempt to steal Items that are closely worn (such as armor, backpacks, boots, clothing, or rings). Creatures receive a +8 bonus to their CMD to resist the theft of items that are closely worn but do not cover their entire body (such as rings or gloves), and a +15 bonus against that are closely worn and cover their entire body (such as armor and clothing).

Improved Uncanny Dodge (Ex)

After 8th level, a phantom thief can no longer be flanked. This defense denies a rogue the ability to sneak attack the phantom thief by flanking him, unless the attacker has at least four more rogue levels than the target has phantom thief levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Tricks

Starting at 2nd level, a phantom thief gains a single trick. He gains an additional trick for every 2 levels of phantom thief attained after 2nd level. A phantom thief cannot select an individual trick more than once unless otherwise noted in the trick’s entry.

Conjuration Focus (Su)

The phantom thief gains a +1 bonus to the save DC of his conjuration spells while he has a point of panache, at 10th level and every 5 levels thereafter this bonus increases by one. In addition by spending a point of panache the phantom thief teleport to a nearby space as a swift action as if using dimension door . He must be able to see the space that he is moving to. He may not take other creatures with him with this ability (except for familiars). He may move 5 feet for every two phantom thief levels he possesses (minimum 5 feet).

Crazy Prepared (Ex)

The phantom thief may carry unspecified equipment worth up to 100 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, the phantom thief may dig through his pockets to retrieve an item he specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the phantom thief can retrieve no more items until he refills this ability by spending a few hours and an amount of gold to bring his total up to 100 gp per class level. By expending a panache point the phantom thief can pull forth an item as free item. At 10th level this limit increases to 1,000 gp per class level and he may produce wondrous items with this ability.

Dirty Rotten Scoundrel (Ex)

The phantom thief gains Improved Dirty Trick as a bonus feat, even if he does not meet the prerequisites. In addition, he may use his phantom thief level in place of his base attack bonus when calculating his CMB and CMD against that combat maneuver. At 6th level the phantom thief gains Greater Dirty Trick as a bonus feat.

Disarmament Training (Ex)

The phantom thief gains Improved Disarm as a bonus feat, even if he does not meet the prerequisites. In addition, he may use his phantom thief level in place of his base attack bonus when calculating his CMB and CMD against that combat maneuver. At 6th level the phantom thief gains Greater Disarm as a bonus feat.

Divination Focus (Su)

The phantom thief gains a +1 bonus to the save DC of his divination spells while he has a point of panache, at 10th level and every 5 levels thereafter this bonus increases by one. The phantom thief may spend a point of panache when making an initiative check to gain a +1 insight bonus to that check, at 3rd level and every 3 levels thereafter this bonus increases by an additional +1.

Enchantment Focus (Su)

The phantom thief gains a +1 bonus to the save DC of his enchantment spells while he has a point of panache, at 10th level and every 5 levels thereafter this bonus increases by one. If he expends a point of panache when making a successful Diplomacy or Intimidate check he may adjust the creature’s attitude one step greater than normal. This is a mind-affecting effect.

Illusion Focus (Su)

The phantom thief gains a +1 bonus to the save DC of his illusion spells while he has a point of panache, at 10th level and every 5 levels thereafter this bonus increases by one. In addition the phantom thief may spend a point of panache as a standard action to steal the limelight; he makes a single steal maneuver and compares the result against any enemy who can see or hear him. If his steal maneuver exceeds (10 + ½ that creatures HD+ that creature’s wisdom modifier) that creature becomes fascinated for 1 round per 2 phantom thief levels.

Parry (Ex)

When an opponent makes a melee attack against the phantom thief, he can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The phantom thief makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the phantom thief, he takes a –2 penalty on this roll. If his result is greater than the attacking creature’s result, the creature’s attack automatically misses. The phantom thief must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 panache point, the phantom thief can, as an immediate action attempt a combat maneuver or feint check against the creature whose attack he parried, provided that creature is within his reach.

Ranged Legerdemain (Su)

The range of the telekinesis granted by the phantom thief’s Transmutation Focus trick improves by 5 feet per 2 levels, and the phantom thief may manipulate objects up to his heavy load with this ability, using his Charisma score in place of his Strength score for determining his heavy load, and he may use that ability as long as he has a point in his panche pool. The phantom thief may even use this ability to perform Sleight of Hand and Disable Device checks within range, although the DC of skill checks performed in this way increases by 5. By spending a panache point the phantom thief may attempt a steal, trip, dirty trick, or disarm combat maneuver against any one creature within range. The phantom thief must have the Transmutation Focus trick in order to select this trick.

Reposition Training (Ex)

The phantom thief gains Improved Reposition as a bonus feat, even if he does not meet the prerequisites. In addition, he may use his phantom thief level in place of his base attack bonus when calculating his CMB and CMD against that combat maneuver. At 6th level the phantom thief gains Greater Reposition as a bonus feat.

Retroactive Theft (Su)

The phantom thief may spend a point of panache as an immediate action to attempt a steal combat maneuver against any creature that he would have been able to make a steal maneuver against at any point within a number of rounds equal to his Charisma modifier. He makes this theft against the creature’s current CMD. If the phantom thief has the Disarmament Training trick then he may make disarm attempts as well, save that items he disarms appear in his hand rather than wherever they would normally be. The phantom thief may not use this ability on items that have been used since he was in a position to steal them.

Rogue Talent

The phantom thief gains a single rogue talent that he meets the prerequisites for, using his Charisma modifier in place of his Intelligence modifier and his marvelous strike in place of sneak attack. He may gain this trick more than once - each time he selects a new rogue talent.

Roszada (Sp)

The phantom thief may spend a point of panache and make a steal combat maneuver with a DC of 10 + the creature’s HD + the creatures Wisdom modifier. Compare the result of this steal maneuver against any two creatures that he can see within 30 feet of him. If this check is successful he may teleport any object on the one creatures person to the other creature. A phantom thief may always treat himself as either the primary or secondary target of this ability, he does not need to make a steal combat maneuver against himself to benefit from this ability. The phantom thief must have the Conjuration Focus trick to select this ability.

Steal Agility (Su)

The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s HD + the creature’s Dexterity modifier. If he succeeds he reduces his opponent’s move speed by 10 feet for 1 round per phantom thief level and gains an enhancement bonus to his move speed equal to the penalty that his opponent took, this bonus lasts for as long as his opponent has the penalty. For every 5 that he beats the opponent’s CMD by he increases the penalty by 10 feet.

Steal Appearance (Sp)

The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s HD + the creature’s Charisma modifier. If successful then he takes on the appearance of the creature for a number of hours equal to his Charisma modifier+1 for every 5 he beat the DC by. This is an illusion that includes visual, auditory, tactile, and olfactory elements, creatures who can perceive the phantom thief also imagine any mannerisms they know the target creature to possess, regardless of whether the phantom thief knows of them. This illusion is not perfect, every hour the phantom thief is within eyesight of any creature that creature receives a Will save (DC 10+½ phantom thief level + phantom thief’s Charisma modifier) to disbelieve the illusion. Directly interacting with the phantom thief grants an additional Will save to disbelieve the effect, this extra Will save only occurs the first time each hour the creature interacts with the phantom thief.

Steal Attitude (Su)

The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s HD + the creature’s Charisma modifier, if he succeeds the creature’s attitude moves one step closer to neutral relative to all creatures. For every 5 by which the phantom thief beats this DC the creature’s attitude moves one step closer to neutral. At any point during the next 24 hours the phantom thief may make a touch attack, that if successful, causes the target to make a Will save (DC 10+1⁄2 phantom thief level + Charisma mod) or have its attitude adjusted to the most extreme attitude the phantom thief stole relative to all targets for a number of rounds equal to the phantom thief’s level minus the target’s Wisdom modifier. This is a mind affecting effect.

Steal Senses (Su)

The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s HD + the creature’s Wisdom modifier. If he succeeds then he knows of any supernatural or extraordinary senses the target possesses and may take the target’s darkvision or low light vision, gaining the benefit of that ability while the subject loses access to it. For every 5 by which he beats the DC he gains the ability to steal another type of sense, in the following order: all-around vision, tremorsense, blindsense, blindsight. The phantom thief retains use of these senses for a number of rounds equal to his Charisma bonus. When this duration is over the target gains the use of the stolen sense back. If the target has no special senses the phantom thief may elect to steal the target’s normal senses, rendering them blind or deaf for a number of rounds equal to his Charisma modifier.

Steal Skills (Su)

The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s HD + the creature’s Intelligence modifier. If he succeeds then he may cause the target to take a penalty on one skill of his choice (equal to either his phantom thief level or the ranks the target possesses, whichever is lower) for a number of rounds equal to the phantom thief’s Charisma modifier. The phantom thief gains a bonus on that skill equal to the penalty he imposed and may use that skill untrained.

Subtle Striker (Ex)

The phantom thief gains Improved Feint as a bonus feat, even if he does not meet the prerequisites. In addition, he may use his phantom thief level + his Charisma modifier in place of his Sense Motive bonus, if greater. At 6th level the phantom thief gains Greater Feint as a bonus feat.

Transmutation Focus (Su)

The phantom thief gains a +1 bonus to the save DC of his transmutation spells while he has a point of panache, at 10th level and every 5 levels thereafter this bonus increases by one. He may spend a point of panache as a swift action to telekinetically manipulate a single unattended object weighing no more than 5 + his Charisma modifier pounds within 30 feet for a single round.

Trap Training (Ex)

A phantom thief with this trick adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1) and may use Disable Device to disarm magic traps. So long as he has a point of panache he gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the phantom thief reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trip Training (Ex)

The phantom thief gains Improved Trip as a bonus feat, even if he does not meet the prerequisites. In addition, he may use his phantom thief level in place of his base attack bonus when calculating his CMB and CMD against that combat maneuver. At 6th level the phantom thief gains Greater Trip as a bonus feat.

Advanced Tricks

At 10th level, and every two levels thereafter, a phantom thief can choose one of the following advanced tricks in place of a normal trick.

Advanced Talents

The phantom thief can select a rogue talent from the list of Advanced Talents in place of a phantom thief trick. The phantom thief cannot select a rogue talent that has the same name as a phantom thief trick. The phantom thief cannot select improved evasion unless he has evasion (either as a class feature or as a phantom thief advanced trick).

Evasion (Ex)

A phantom thief can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the phantom thief is wearing light armor or no armor. A helpless phantom thief does not gain the benefit of evasion.

Ranged Parry (Ex)

The phantom thief may use his parry ability against ranged attacks. The phantom thief must have the parry trick to select this advanced trick.

Steal Fortune (Su)

The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s HD + the creatures Wisdom or Charisma modifier, whichever is higher. If he succeeds then the next time that creature rolls a d20 he may elect to “steal” that result (treating that roll’s result as a 10). The next time that the phantom thief rolls a d20 he uses that d20 result in place of his own. The phantom thief may elect to use this ability after the result of a roll is revealed. If the target is benefiting from a luck bonus, that bonus is instead suppressed for a number of rounds equal to the phantom thief’s Charisma modifier and the phantom thief gains a luck bonus to the same statistics equal to that bonus for that time.

Steal Hope (Su)

The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s HD + the creatures Wisdom or Charisma modifier, whichever is higher. If he succeeds then any morale bonus the target possesses is suppressed for a number of rounds equal to the phantom thief’s Charisma modifier and the phantom thief gains a morale bonus to the same statistics equal to that bonus for that time.

Steal Initiative (Su)

The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s HD + the creatures Wisdom or Charisma modifier, whichever is higher. If he succeeds then he may elect to swap places with the target in the initiative order, or render his target flat-footed for one round if the target is lower in the initiative order than the phantom thief. This new initiative begins on the start of the next round.

Steal Magic (Su)

The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s caster level + the creature’s highest mental ability score modifier. If successful the phantom thief may steal a spell from that creature - either regaining a number of expended spells with a number of total levels equal to the spells level -1, or the phantom thief selects one spell that the creature knows and adds it to his list of spells known for a number of rounds equal to the phantom thief’s Charisma modifier. If the spell is of a level higher than what the phantom thief could normally cast then he may cast it by spending a number of unused spell slots whose total levels are equal to 1+ the spell’s level.

Steal Magic Item Powers (Su)

The phantom thief may spend a point of panache and make a steal combat maneuver against a magic weapon or armor with a DC of 10 + the item’s caster level + its enhancement bonus. If he succeeds then he may elect to suppress one magic item ability that item possesses for a number of rounds equal to his Charisma modifier and add it to one weapon or armor on his person for that time. This does not allow the phantom thief to place a magic item ability on an inappropriate weapon or armor (such as the keen property on a bludgeoning weapon).

Steal Memory (Su)

The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s HD + the creature’s Wisdom or Charisma modifiers, whichever is higher. If successful the phantom thief gains all of the information the subject knows about a single topic the phantom thief declares - for every 5 by which the phantom thief beats this DC he may gain information about another subject. The phantom thief may elect to erase this information from the subject’s mind for up to 1 day per phantom thief level, a Will save (DC 10 + 1⁄2 phantom thief’s level + his Charisma modifier) negates this memory loss.

Steal Prowess (Su)

The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s HD + one ability score modifier of the phantom thief’s choice. If he succeeds then he may inflict a penalty to that ability score equal to 1 per two phantom thief levels. This penalty does not stack with itself and cannot drop a target’s ability score below 1. The phantom thief gains an inherent bonus to the ability score he inflicted the penalty on, of an amount equal to half the penalty that the target took. This penalty remains with the target for a number of rounds equal to the phantom thief’s Charisma modifier, or until the target dies – upon the target’s death the phantom thief loses the inherent bonus granted by this ability.

Steal Spell Resistance (Su)

The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s SR + the creature’s highest mental ability score modifier. If he succeeds then that creature’s Spell Resistance is suppressed for a number of rounds equal to the phantom thief’s Charisma modifier – during this period the phantom thief gains an equal amount of Spell Resistance.

Fantastic Trick

At 20th level the phantom thief gains one of the following abilities:

Disappearing Act (Sp)

At 20th level, a the phantom thief may, as a standard action, while being unobserved expend a point of panache and number of spell slots with a total level of 9 or greater to cast interplanetary teleportUM. The phantom thief may even use this ability to teleport into or out of spaces that would normally prohibit teleportation (such as an antimagic field or dimension lock spell). The phantom thief must teleport into an area where he would not be observed.

Seen and Unseen (Sp)

At 20th level, a the phantom thief may, as a standard action, expend a point of panache and number of spell slots with a total level of 5 or greater to cast greater invisibility on himself. While invisible in this way, he cannot be detected by any magical or supernatural means, and not even invisibility purge, see invisibility, or true seeing can reveal him. He also gains the benefits of a true seeing spell while under this effect.

Steal Soul (Su)

At 20th level, a the phantom thief may, as a standard action, spend a point of panache and make a steal combat maneuver (DC 10+ ½ target’s HD + creatures highest mental ability score) If successful then the phantom thief may control that creature, using his own actions to do so. Each time the target is forced to act against its nature it may make a Will save (DC 10 + 1/2 phantom thief’s level + his Charisma modifier) to break free of this effect.

A Player’s Guide to the Phantom Thief

Whether they use their talents to rob from the rich and give to the poor or to themselves, all phantom thieves are charismatic scoundrels capable of liberating some poor sod of their possessions, their senses or even their sense of self. However as they progress in levels phantom thieves gain options that make them good at a variety of things - from debuffing their enemies with talents like Steal Senses and Steal Prowess or spells like darkness and color spray . They can shut down combat maneuvers with talents like Disarmament Training, Trip Training, or Dirty Rotten Scoundrel. They can even control the battlefield with spells like fog cloud, minor image, and web.